I Stole a Mountain for My Game
Long-form6:43GamingPublished Sep 24, 2026, 6:26 PM · 3w ago
Views
39,913
+13 views/hour
Views / hour now
13
measured 7h ago
Peak views / hour
13
7h ago
First 24 hours
—
not tracked from upload
Engagement
3.0%
likes + comments / views
Likes
1K
2.6% of views
Comments
155
0.39% of views
Est. ad revenue
$279–$639
lifetime, $7–16 RPM
Checked every 12 h while the video is this age · last check 7h ago · next in 268 min. YouTube itself updates public counts with a short delay.
Avg views / day
1.6K
since upload
vs channel median
0.8×
this video's views ÷ the channel's usual
Rank in channel
#12
of 20 tracked
Views over time
2 readings
Total views Views gained per hour
Description
My brother has his own channel and he'll be showing the same game from the player's side: https://www.youtube.com/@aidevchallenge
Episode two of building our survival game with AI. Last time we made the forest and pulled in real terrain for the Beskids, the mountains in southern Poland where I live. This time someone finally walks through it, and we build three places from the real map: a mountain trail, a forest road with a river, and a clearing.
First, a quick look at how I make assets like the trees: GPT for the style and the reference images, then the strongest model (Opus 5.5 or GPT-6 Astra) writes a Python script and runs Blender in the background, no Blender MCP, and a gauntlet loop where one critic agent says pass or fail before I get the final say. Then the character: a Tripo model with Mixamo animations, put together in Godot with an animation tree, so walking and running blend instead of snapping, and turns follow a smooth curve.
The trail uses our road scene as the reference, with its own rules for the bank, the forest floor and the space to walk. I fixed one rock by hand in the Godot editor and the agent did the rest the same way. The road follows the real route as a spline, with one short Blender-scripted piece repeated along it. And the river, my favorite part so far, is simulated once on a grid of tiny squares, checked by pouring water into a completely dry riverbed, and saved into one small file the game just reads. On top of that: the painted surface, little waves, colour, foam that follows the same current, and waterfalls that fall off the edge like a ball rolling off a table.
Next episode: we took AI videos of animals and turned them into real game animations.
Everything is Godot 4 and Blender, with AI agents working directly on the project files (GPT-6 Astra in Codex for VS Code, Claude Opus 5.5). Tripo and Mixamo are tools we used; this video is not sponsored.
CHAPTERS
00:00 Welcome back
00:41 How I make assets with AI
01:39 The character: Tripo + Mixamo
02:04 Blending the animations
02:37 Smoother turns
02:51 Real mountains, real map
03:10 The trail
03:54 The road
04:24 The river
04:36 How the water is simulated
05:18 Water, foam and waterfalls
05:39 Walking in the water
05:50 The clearing
06:17 What's next
CREDITS
Terrain elevation data: GUGiK / Geoportal.gov.pl — Numeryczny Model Terenu. Mapped routes and land areas: © OpenStreetMap contributors — https://www.openstreetmap.org/copyright
©2026 Valve Corporation. Steam and the Steam logo are trademarks and/or registered trademarks of Valve Corporation in the U.S. and/or other countries.
#Godot #GameDev #AI #IndieGame #Blender
Tags
AI codingcan it codeAI builds a gameAI game developmentGodotGodot 4AI coding challengeGPT vs ClaudeClaude vs GPTAI vs AILLM comparisonAI programmingcoding with AIvibe codinggame devindie game devartificial intelligenceAI experimentsGPT 5Claude OpusGLM
Details
- Published
- Sep 24, 2026, 6:26 PM
- Length
- 6:43 (403 s)
- Format
- Long-form
- Category
- Gaming
- Audio language
- EN-US
- Quality
- HD
- Captions
- Yes
- Made for kids
- No
- Licensed content
- Yes
- Video ID
- 78diFcn3Qas
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